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Anomaly balance pass #3293
Anomaly balance pass #3293
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10022748759.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10022758806.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10022776884.zip |
@@ -39,8 +39,8 @@ | |||
<value> | |||
<projectile Class="CombatExtended.ProjectilePropertiesCE"> | |||
<damageAmountBase>11</damageAmountBase> |
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I think you've gone too far the other direction with the changes to the spike projectile AP. While the gorehulk spikes do have 20% less AP than the other kinds in vanilla, the way CE armor works, this just turns into a big damage nerf.
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It's not 20% less, it's 100% vs 15% armor penetration... the base spike projectile is what dictates the tough/trispike and fingerspike projectiles which same as the sanghuophage projectiles, have 100% AP in vanilla.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10262961561.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10299668397.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10359505938.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10430638986.zip |
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Left a few specific remarks where stuff caught my attention. As some general feedback:
- Why reduce the dodge, crit, and parry of so much? They were at human-like levels to make them suitable dangerous against decent-ish fighters in melee, but you've set them to values (from the spreadsheet?) that are more appropriate to animals. This is going to make them much less threatening/resilient in melee.
- I'm somewhat concerned about cranking up the pain shock threshold as an "easy" way to make the creatures soak up more punishment--we need to be careful about it. Since Anomaly has a major focus on capturing these creatures alive to study them, cranking the threshold up makes this a lot more difficult. Now, this might be fine for some the higher tier creatures--where the player can expect a greater challenge capturing specimens--but we need to avoid it for the lower tier ones.
For the first point, loading up the game and seeing the anomalies' stats makes it extremely clear that the anomalies are treated as animals when it comes to their stats, they are not like humans that need 1.0 base melee stats that get post processed. If a gorehulk gets 1.0 dodge chance, it retains that 1.0 dodge chance making them extremely difficult to fight in melee, this is the same for all the other anomalies. As for the second point, same answer to the sightstealers apply in general, CE has melee targeting and 90% pain threshold is there to mitigate the absurd amounts of pain that players can inflict on enemy pawns in very short amounts of time. 100% only makes pawns take 25% more damage/pain to go down, even less for 90%, it does not make the pawn exponentially more pain resistant. |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10734237953.zip |
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